Crazy enough I just purchased Tokaido on a Black Friday deal. It's one of my favorite board games. This is a lovely 1-player representation of the game that's faithful to the art style. I came one space away before the hounds got me! Well done!
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Bao Tao's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #6 | 4.000 | 4.000 |
Overall | #7 | 3.891 | 3.891 |
Controls | #7 | 3.760 | 3.760 |
Graphics | #8 | 4.240 | 4.240 |
Accessibility | #12 | 3.440 | 3.440 |
Originality | #15 | 4.160 | 4.160 |
Fun | #17 | 3.560 | 3.560 |
Theme | #24 | 4.080 | 4.080 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.1
Wildcards Used
To travel is to live, Arch-nemesis
Game Description
A turn-based tactical puzzle where your choice matters.
How does your game tie into the theme?
The game features a ronin cat, Bao, who travels far through Catugawa lands on his quest to save the country from the invasion of demon hounds.
Source(s)
N/A
Discord Username(s)
wanderingpeak, tonybrattoli
Participation Level (GWJ Only)
1
Comments
Really cool idea and background story. The hounds got to me, but would replay to see how the legend ends.
Visually very strong, and a cool concept. Took me a bit to realize I could move more than 1 space. It felt a bit linear to me (maybe alternate routes would have been interesting?), but overall it was a pretty fun game!
I agree with the other comments that this is a very faithful homage to Tokaido. Well done!
Overall presentation is very professional. The art and music/sfx really help you feel immersed in the world.
I do wish there was more explanation in-game or more graphical indications when food was eaten or damage dealt. I also didn't quite understand the symbols that rolled(?) when the hounds respawned. I assume it was stats related, but I wasn't able to figure out what the symbols represented. I also wasn't sure what the status on the upper right indicated.
I was able to win (on Easy) and I think I learned enough that I could probably go back and win on Medium too. (I saved to one of my collections to check back in case you make any updates).
Overall very fun and enjoyable!
Thank you for playing and for your feedback! It is very much appreciated :)
We planned to add more indications but were short on time to implement them. The dice that appear when hounds spawn show their randomized stats. It’s indeed quite cryptic at the moment. And, in fact, they were part of the early idea that there were dice for hounds. But the whole thing got obsoleted during development. We planned to replace them with a more straightforward popup showing the new attack and speed values but didn’t have time for that either.
Very solid game on all fronts, I enjoyed it a lot, congrats!
Beautiful art and music! The decision making during the game is very interesting!
I would like to suggest having tooltips for the icons roughly explaining what each location does and what each stat icon means. Maybe also have the tooltips show how much food traveling to a location would cost. I think that would be a good way to help new players learn the game and also remind experienced players of the mechanics.
Amazing job!
very cool game loop with a lovely artstyle! Would have loved some sound effects when clashing with demon hounds or visiting different locations. Well done!
Congrats. Main theme and DA are great. The game is well polished and balanced. Another good entry.
Love the look and feel of this game! Everything from the music, to art and even the font just work so well together for that ancient Japan feel. I agree with Ramazir that it is very Tokaido like. I enjoyed playing it very much and I feel like you did a really good job with accessibility with different level of difficulty as well as the ability to adjust sound levels.
Thank you for the feedback! Tokaido
is one of our favorite games too :) It was exciting to implement something like it in a video game and see how it works. At first, there was also an idea to have cards and encounters on the way, but it turned out to be way tooo much for a one-week jam. So, we decided to stay with only a few location types.
That makes complete sense, it's so tempting to add features you know will be awesome and add to the complexity of the game (we fell into this trap knowing full well it would be an issue). The time constraints of the jam make it SO challenging. Really looking forward to seeing what you guys do with this idea :)
This is really well put together. The art and atmosphere are really cool. I love how simple it is with only a linear map, but still allows for a lot of interesting decisions! Great stuff.
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